3/25/2023 0 Comments Super hexagon steam key![]() ![]() ![]() And it's theoretically possible to make a near-impossible function to trampoline. Now, I know this sounds horrifyingly complicated: you probably think you'll need a full-on x86/amd64 disassembler+assembler. The address of where you put the original instructions is your pointer to the "original function" that you can use if you want. ![]() ![]() And at the end, you jump back into the original function after your patched jump. The idea is that you copy the first few instructions from the original routine, and put them somewhere else. The proper way to do this is to create "trampolines" instead. Even something like hooking a Windows file size function, you'll learn that the open file dialog on Windows Vista+ is threaded, and will bomb out on you with alarming frequency. Even when you think for sure that your program is not multi-threaded. Not only is this theoretically possible, it routinely happens all the time. If you rewrite functions to call the originals, it becomes possible for another thread to call that function in the middle of your rewrite, and end up executing illegal instructions. For one example with source, see my tool header magic ( )Īs someone with experience, please take it from me: this is a really bad idea. I did this by undoing the hook, calling the original function and hooking it again.īackground qualification: I do this sort of debug launcher + DLL injection thing a lot. > Of course, because we replaced the function with our own, we have to actually swap the buffers by explicitly calling the original glutSwapBuffer() function. (I initially posted this on the Reddit thread yesterday, but I thought I'd repeat it here since there are many programmer types who might attempt this here.) If you'd like more details please be specific about what you'd like explained! It takes some time to become familiar with exploring memory like this and you certainly wouldn't want to write your own memory scanning primitives to do it, start with a tool like Cheat Engine ( ), ArtMoney ( ), or one of the many other memory editors available ( ). So a 1 might indicate a wall only at north, a 3 might indicate every odd side of the hexagon is a wall which must be avoided, etc.įinding values is obviously easier when the value is displayed on-screen, like ammo in first-person shooters. In Super Hexagon you would watch the values indicating where walls were placed, which is likely an array of enumerable values indicating a shape (each shape has at least one opening). In general you read memory and take action (via keyboard input) based upon what you read from memory.įor example in a game where you fish, you would wait until a fish is on hook by watching the representative value in memory and pressing a key to catch a fish when that value indicates you have a fish on-hook. I don't have any resources in particular but I've personally made them for years. Not as much fun to watch but also a very effective way of interacting with games, though it does not apply to standalone clients like this one. There is another variant of bots for client/server programs where a "headless" (no display) client can interact with the server via network communication alone. This is commonly known as signature or pattern scanning. By scanning the application's source code for a unique bytecode pattern known to contain the target address, you can then extract the address and read the value. In cases where a game client is updated, signatures similar to virus definitions can be provided to find the particular memory address of a sought value regardless of version. The disadvantage to memory bots is that they're often more complicated at scale (beyond the point where a pixel bot would likely fail entirely), particularly with games which are updated. You can use the ReadProcessMemory API call for data gathering and perform inputs with SendInput (emulate keyboard input with LLKHF_INJECTED set) or PostMessage (no LLKHF_INJECTED, also works in backgrounded windows). With a memory-based bot you often do not even need to write to the game's memory. As mentioned elsewhere in these comments, code injection should use caves and jumps, not overwrite existing code. While the author made this "pixel bot" to pair their Super Hexagon with ambitions to learn OpenCV, pixel bots are almost always inferior to memory-based bots. For anyone interested in alternate bot approaches: ![]()
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